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Old 11-29-2011, 02:18 PM   #521
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Exactly LDR
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Old 11-29-2011, 02:25 PM   #522
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Another Quanon and Redrob41 collaboration? I am so looking forward to seeing the results of that!
Héhéhé, well I was planning to ask RedRob to do my characters and make some neat party outfits
But that is still sort of a loooooong way off. Not 1 area is in the game so far.
Though I guess it couldn't hurt to ask?


TIQUILAAAAAAAA
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Old 11-30-2011, 08:15 AM   #523
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looking at quanons work always delights me, one of mky favourite people for updates. He never disapoints!
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Old 12-13-2011, 01:44 PM   #524
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Heyo,

Back with an update. No big street area this time, but one of the clubs you'll be able to visit. It's a small underground club, you'll find it at an end of the little alleys. I textured most of it, just need to focus on the barstools and tables now. Perhaps throw in some of those commercial screens for some extra bling.

I think this will be my first candidate to put into TSL, it's a small area so shouldn't be as frustrating to get it to work as my big ass street area
I've also been sketching out that new "palace" for Vogga The Hutt. He plays an important role in my mod, but I found the small room he's sitting in in TSL to be a bit poor for a Hutt of his status. So that's why I'll make him a new proper fancy looking throne room

Anyway here's some renders of the club so far:
Show spoiler


TIQUILAAAAAAAA
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Old 12-13-2011, 03:58 PM   #525
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Those look awesome!!!!!!!!!!


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Old 12-13-2011, 04:17 PM   #526
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Once again, brilliant models.



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Old 12-13-2011, 07:19 PM   #527
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Wow. Just wow. Is that thing in the back a dance floor? If so, genius. If not, still genius.



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Old 12-13-2011, 07:42 PM   #528
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Looks great!


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Old 12-14-2011, 04:57 AM   #529
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Those look awesome!!!!!!!!!!
Quote:
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Once again, brilliant models.
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Looks great!
Thanks guys! Really appriciate all the support ^_^

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Wow. Just wow. Is that thing in the back a dance floor? If so, genius. If not, still genius.
Yep, that platform with the glowing tubelights is the dancefloor. I didn't add any mist effect for the render ( to save time); but in the game there will be party fog hovering above the floor, just for that extra bit of "fun"


TIQUILAAAAAAAA
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Old 12-15-2011, 03:11 PM   #530
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Another mini update; finished 2 textures, for the dance floors. This was the first club model I showed. It's hoovering at like 95% done. But I hadn't any good ideas on how to do certain textures. So that's why I have let it rest till now

Here's the result so far:

Show spoiler


TIQUILAAAAAAAA
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Old 12-15-2011, 05:13 PM   #531
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Wow, that is awesome! Loved the red zone. You could add npc's with the dancing animation on those dance floors.


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Old 12-15-2011, 07:20 PM   #532
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Juicy, your progress is admirable, I am looking forward to learning more of your intentions for these modules.

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Old 12-15-2011, 07:46 PM   #533
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Looks great Q, I can't wait to see it working ingame.


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Old 12-15-2011, 08:40 PM   #534
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Amazing work Q!
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Old 12-15-2011, 09:16 PM   #535
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OH GOSH. Those are super pretty! Will there be fog in this cantina, too? NPCs will sell this module to the moon. Great work!



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Old 12-16-2011, 11:04 AM   #536
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Thanks lads ^_^
Just in to show todays little progress. Another afternoon has gone into making skins for tapping/ vending machines: so that the bars can serve Juma of any kind and flavour

I still need to do some more work to make it more of a real bar. They're a bit empty. But I've got some models for cups and bottles to throw around.

Here's a small peak:
Show spoiler


TIQUILAAAAAAAA
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Old 12-16-2011, 11:46 AM   #537
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now I want a smoothie.....


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Old 12-16-2011, 06:24 PM   #538
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Those club pics are looking nice; lots of glowy colour = . I think its great how you've got the ambient light of the blue and red rooms to match the theme. So, is that a lava flow under a glass dance floor? 'Cause that would be awesome in real life!



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Old 12-17-2011, 05:59 AM   #539
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Hmm... maybe I should check Holowan a bit more regularly again... Just to see all the awesome stuff you create



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Old 12-19-2011, 03:09 AM   #540
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Why don't you let me deal with some details for ya? I've got a few ideas for some simple animated silhouettes that I could try out.

If you send me some psd files and the ascii models (just for uvw reference), I could take a stab at some simple animations. Nothing fancy, but I could do a few things like this video:
http://www.youtube.com/watch?v=hElmALWGFJ8
@ 6:13 (Dancer silhouette top center)
@ 6:18 (Dancer silhouette upper right)
@ 6:26 (Alien heads giving thumbs up, Pink vs Blue)
Here are a couple of tests on some animated silhouettes (I put them in spoiler boxes so you can look at one at a time, or both)
Show spoiler
Show spoiler
Show spoiler

In-game, I'd try and set them up so that the black areas become transparent, and they look like holograms; similar to PLC_Holoart3b.tga & PLC_Holoart2b.tga of the Twisted Rancor Trio.

Once I've decided on which style to use, I'll make something similar with a Twi'lek dancer. Because this is for dance clubs, and not strip clubs, I'd also do a male dancer (I'm not sure what species though) or make one with a guy & gal together.

Anyway Q, let me know what your thoughts are. And send me any of the other signs you've modelled and textured. Maybe I can add a couple of animated frames to them (I've got some good ideas anyway )



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Old 12-19-2011, 10:11 AM   #541
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Wooow, awesome stuff! I'll pack up my files for the signs asap. Looking forward to your other ideas. The more variation for each sign the better. Not everything has to be about dancing. Feel free to come up with other crazy SW products to sell

Oh, there is a gentlemen club, at a back ally; dubbed it the "rouge" street


TIQUILAAAAAAAA
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Old 12-19-2011, 11:07 AM   #542
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Feel free to come up with other crazy SW products to sell
Well, you could have martini glasses and interesting shaped bottles. This bottle, for example - used by Harrison Ford in a another science fiction movie - might be an idea . . .

The glasses that were used in that film are also pretty cool as well.







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Last edited by Sith Holocron; 12-19-2011 at 11:29 AM. Reason: Added "glassware" to post
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Old 12-19-2011, 02:49 PM   #543
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Thanks for those pics SH. Love the bottles. Never payed to much attention to those when watch'n Blade Runner

It can't hurt to add in a bit more variety

EDIT: Made a texture today that has rows of bottles and glasses/cups to decorate the cabinets behind the bars.
On the barcounters and tables in the clubs I'll be adding the 3D models.

Show spoiler


TIQUILAAAAAAAA

Last edited by Quanon; 12-20-2011 at 10:09 AM.
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Old 12-20-2011, 08:02 PM   #544
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Cool stuff Q.
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Old 12-21-2011, 01:50 AM   #545
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Oh, that just sells it perfectly! If only there was a "bartender cleaning glass" animation like in Jedi Outcast...



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Old 12-21-2011, 03:57 PM   #546
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Oh, that just sells it perfectly! If only there was a "bartender cleaning glass" animation like in Jedi Outcast...
Héhéhé, yeah, I fear it'll just be girl & lads standing about.

Ahum, but back with another little update. I further spiced up the area with some randome bottles and glasses. I'm also tweaking the lighting so I can get my teeth into the lightmap creating.

Here's how things look so far, I've upped the resolution to my own screensize; 800x600 shots get boring after awhile

Show spoiler


TIQUILAAAAAAAA
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Old 12-21-2011, 05:06 PM   #547
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Man I really can't wait to walk through that area in game.
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Old 12-21-2011, 05:16 PM   #548
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Quote:
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Oh, that just sells it perfectly! If only there was a "bartender cleaning glass" animation like in Jedi Outcast...
Héhéhé, yeah, I fear it'll just be girl & lads standing about.
That would be possible, actually..

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Old 12-21-2011, 06:41 PM   #549
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What's this now, Ӄhrizby? I was under the impression KotOR animations were hell to mess with...



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Old 12-21-2011, 06:56 PM   #550
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They definitely can be, but that doesn't mean they're impossible, I've done a few before!

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Old 12-21-2011, 07:17 PM   #551
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They definitely can be, but that doesn't mean they're impossible, I've done a few before!
Perhaps a few new dance moves on the dance floor?




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Old 12-21-2011, 07:29 PM   #552
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Perhaps a few new dance moves on the dance floor?
It'd take a while, but I don't see why not

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Old 12-22-2011, 05:09 PM   #553
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The best people who make Total Conversions of games are the people who start doing it without noticing...


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Old 12-27-2011, 09:18 AM   #554
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It'd take a while, but I don't see why not
Oowh, cool, might bug you with that later on in my project

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The best people who make Total Conversions of games are the people who start doing it without noticing...
Hmm, this isn't really a "total conversion". More like an 'add-on' so to speak. But I guess "total conversion" is a vague term. I always saw it as using the mechanics and engine of a game to make something completely differant from the originale game. So instead of Sci-fi ala SW, using K1 game to make a fantasy epic ala D&D. Just my 2cents on "total conversion"

Anyway: I haven't done much on the models themselves, but did another test round on the lightmapping business. I'm sort of stuck on an issue. I'll try to explain, hopefully some of you guys might throw a few suggestions. It's always handy to get a 'new' look on a problem. Here it goes; might get technical

THE PROBLEM: I only want to use 1 to 4 lightmaps per area. I've noticed that the game needs longer loading times once you include lightmaps.

Thing is, I slice up my models into a lot of parts to texture it. So I often end with like a 100+ model bits for 1 area. Saddly, using the tools in Max to create lightmaps I end up with 100+ lightmaps... Not what I want.

I can attach all the bits back together and maintain their unique texture; but Max makes a special material (multi-sub)for that. That material and the lightmap get exported with NWmax OK.

But Kaurora doesn't compile that material. It just picks 1 texture out of many and smothers it on the whole area == YUCK. Lightmap works fine ofcourse== YIPPIEEE

I've downloaded a neat plugin that makes a big lightmap out of seperate objects in a 3Ds Max scene... but it adds an extra modifier. Which the export script from NWmax doesn't recognise; resulting in errors and what not

In the end I think I'll still have to use many tiny lightmaps, but I still fear that will slow down loading times. Plus it might not be uber quality... Urgh, modding can be so annoying at times.

Well, I do have a few pics to show off of my little test run
Show spoiler


As you can see, there's a funky green and purple tint on the room, but it's all the same texture.

EDIT: Sometimes the Kotor games just kick you in the nuts... argh
Show spoiler


TIQUILAAAAAAAA

Last edited by Quanon; 12-27-2011 at 03:25 PM.
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Old 12-27-2011, 11:27 AM   #555
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Most of your stuff looks better than the models in the actual game. Awesome job.

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Old 12-27-2011, 11:57 PM   #556
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Let's see if my non-modding brain can explain this to itself...

...you're trying to get just 1 to 4 lightmaps to illuminate the whole module, with different tints in different areas? But since it's not one continuous model in 3DS Max it makes 100+ lightmaps automatically?



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Old 12-28-2011, 05:21 AM   #557
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Let's see if my non-modding brain can explain this to itself...

...you're trying to get just 1 to 4 lightmaps to illuminate the whole module, with different tints in different areas? But since it's not one continuous model in 3DS Max it makes 100+ lightmaps automatically?
At the start, each of my areas is 1 big model( object in 3Ds Max). Though for the kotor games each model can only have one texture. So I need to slice up that big model into smaller models. So each model can have a differant texture assigned to it.

Using the standard tools from, 3Ds Max to create lightmaps, I also end up with lots of them. 1 lightmap for each little model. That's not how Bioware did it for the real game areas.

It should be possible for Max to combine all those little lightmaps into 1 or 2 big lightmaps. Semi automatically. So far I fear I might have to do it all manually. Which means I'll have to open up all those little lightmaps in photoshop.
Then reassign the newly made big lightmap to all my little models in Max... Redo the UVWs for their lightmap, 1 model at the time... >_>

Which means you'll have to wait another 3000 years till something gets finished by me

On other news, I have a few pics from the 'blue zone" at that one club. This is why I'm now messing about with the lightmaps. I want to get this club into the game ASAP.
Show spoiler


TIQUILAAAAAAAA
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Old 12-28-2011, 11:32 AM   #558
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At the start, each of my areas is 1 big model( object in 3Ds Max). Though for the kotor games each model can only have one texture. So I need to slice up that big model into smaller models. So each model can have a differant texture assigned to it.

Using the standard tools from, 3Ds Max to create lightmaps, I also end up with lots of them. 1 lightmap for each little model. That's not how Bioware did it for the real game areas.

It should be possible for Max to combine all those little lightmaps into 1 or 2 big lightmaps. Semi automatically. So far I fear I might have to do it all manually. Which means I'll have to open up all those little lightmaps in photoshop.
Then reassign the newly made big lightmap to all my little models in Max... Redo the UVWs for their lightmap, 1 model at the time... >_>

Which means you'll have to wait another 3000 years till something gets finished by me
Got it now, thanks. I hope you find that semi-automatic function, because Photoshop melts brains after prolonged use.

Love the screenies! Before the blue thing just looked kinda crazy but now that the rest of the room is dark it's more clearly a dance floor. Are those glasses supposed to be glowing in the last screenie? It's really cool, but unless it's Glowing Geonosian Gin then it doesn't make a whole lotta sense as there's no visible light in the ceiling.



Thank you Gorgod.

Last edited by Zhaboka; 12-28-2011 at 02:53 PM.
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Old 12-28-2011, 02:37 PM   #559
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Héhéhé, yeah, that's a little lighting fault from me. I placed it to close to the object. So that's why it looks like it's "glowing".

I'll plunder google search a bit more in hope to find something to combine the lightmaps to 1 big one.

EDIT: Had another test run. This time I'm actually pleased with the results so far. I've used 8 tiny lightmaps ( 64x64pixs) for each model part in the scene. Things look nice enough. There's some texture stretching and a mangled pillar. Nothing to odd; seen worse

I think this gives me an idea on how to go further with my real models.
1) Get them in the game without lightmaps.
2) Fix all stretched textures and faulty meshes.
3) Import back all the fixed parts into a new 3Ds Max scene.
4) Dump in all the lights, render lightmaps.
5) Export and pray, lots of praying, considering blood offerings to the modding gods, nothing of the previous fixes get ruined and lightmaps look like they should

Some screenshots of last testrun, mind for some odd reason the screenshots look really dark, while in the game this wasn't so:

Show spoiler


TIQUILAAAAAAAA

Last edited by Quanon; 12-29-2011 at 06:21 AM.
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Old 12-29-2011, 10:28 AM   #560
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Looks like Kaurora and the other modding tools are being stubborn to do their work in the holiday season...

Had a go at getting the R&B(Red&Blue) club into the game. It's in the game, yes, but....

Show spoiler


TIQUILAAAAAAAA
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